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Goober5000andClaude Opus 4.6 c745925821 fix mainhall music continuing to play during mission loop brief
When a player enters the mission loop screen from the main hall, there was no code to handle the stopping of main hall music and ambient sound.  Add code to handle this specific case.

Also fix `Loop_sound` not being initialized to -1 `in loop_brief_init()`, which caused an assert when closing the loop brief screen if no branch brief sound was defined for the mission.

Fixes #7330.

Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
2026-04-01 00:34:35 -04:00

311 lines
8.3 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "anim/animplay.h"
#include "freespace.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/eventmusic.h"
#include "gamesnd/gamesnd.h"
#include "graphics/generic.h"
#include "io/key.h"
#include "mission/missionbriefcommon.h"
#include "mission/missioncampaign.h"
#include "missionui/missionloopbrief.h"
#include "missionui/missionscreencommon.h"
#include "popup/popup.h"
#include "sound/audiostr.h"
#include "sound/fsspeech.h"
extern char default_loop_briefing_color; // Doesn't seem worth including alphacolors.h for -MageKing17
// ---------------------------------------------------------------------------------------------------------------------------------------
// MISSION LOOP BRIEF DEFINES/VARS
//
const char *Loop_brief_fname[GR_NUM_RESOLUTIONS] = {
"LoopBrief", // GR_640
"2_LoopBrief", // GR_1024
};
const char *Loop_brief_mask[GR_NUM_RESOLUTIONS] = {
"LoopBrief-m", // GR_640
"2_Loopbrief-m", // GR_1024
};
#define NUM_LOOP_BRIEF_BUTTONS 2
#define LOOP_BRIEF_DECLINE 0
#define LOOP_BRIEF_ACCEPT 1
ui_button_info Loop_buttons[GR_NUM_RESOLUTIONS][NUM_LOOP_BRIEF_BUTTONS] = {
{ // GR_640
ui_button_info("LBB_00", 529, 437, -1, -1, 0),
ui_button_info("LBB_01", 575, 433, -1, -1, 1),
},
{ // GR_1024
ui_button_info("2_LBB_00", 846, 699, -1, -1, 0),
ui_button_info("2_LBB_01", 920, 693, -1, -1, 1),
}
};
#define NUM_LOOP_TEXT 2
UI_XSTR Loop_text[GR_NUM_RESOLUTIONS][NUM_LOOP_TEXT] = {
{ // GR_640
{ "Decline", 1467, 514, 413, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[0][LOOP_BRIEF_DECLINE].button },
{ "Accept", 1035, 573, 413, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[0][LOOP_BRIEF_ACCEPT].button },
},
{ // GR_1024
{ "Decline", 1467, 855, 670, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[1][LOOP_BRIEF_DECLINE].button },
{ "Accept", 1035, 928, 670, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[1][LOOP_BRIEF_ACCEPT].button },
}
};
// Originally from missioncmdbrief.cpp
// center coordinates only
int Loop_brief_anim_center_coords[GR_NUM_RESOLUTIONS][2] =
{
{
242, 367 // GR_640
},
{
392, 587 // GR_1024
}
};
// text window coords
int Loop_brief_text_coords[GR_NUM_RESOLUTIONS][4] = {
{ // GR_640
25, 107, 591, 143
},
{ // GR_1024
40, 171, 945, 229
}
};
UI_WINDOW Loop_brief_window;
int Loop_brief_bitmap;
generic_anim Loop_anim;
int Loop_sound = -1;
// ---------------------------------------------------------------------------------------------------------------------------------------
// MISSION LOOP BRIEF FUNCTIONS
//
// button press
void loop_brief_button_pressed(int i)
{
switch(i){
case LOOP_BRIEF_DECLINE:
gameseq_post_event(GS_EVENT_START_GAME);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case LOOP_BRIEF_ACCEPT:
// select the loop mission
Campaign.loop_enabled = 1;
Campaign.loop_reentry = Campaign.next_mission; // save reentry pt, so we can break out of loop
Campaign.next_mission = Campaign.loop_mission;
gameseq_post_event(GS_EVENT_START_GAME);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
}
}
// init
void loop_brief_init()
{
int idx;
ui_button_info *b;
// init sound handle
Loop_sound = -1;
// load the background bitmap
Loop_brief_bitmap = bm_load(Loop_brief_fname[gr_screen.res]);
Assert(Loop_brief_bitmap != -1);
// window
Loop_brief_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
Loop_brief_window.set_mask_bmap(Loop_brief_mask[gr_screen.res]);
// add the buttons
for (idx=0; idx<NUM_LOOP_BRIEF_BUTTONS; idx++) {
b = &Loop_buttons[gr_screen.res][idx];
b->button.create(&Loop_brief_window, "", b->x, b->y, 60, 30, 0, 1);
b->button.set_highlight_action(common_play_highlight_sound);
b->button.set_bmaps(b->filename);
b->button.link_hotspot(b->hotspot);
}
// add text
for(idx=0; idx<NUM_LOOP_TEXT; idx++){
Loop_brief_window.add_XSTR(&Loop_text[gr_screen.res][idx]);
}
const char* anim_name;
// load animation if any
if(Campaign.missions[Campaign.current_mission].mission_branch_brief_anim != NULL){
anim_name = Campaign.missions[Campaign.current_mission].mission_branch_brief_anim;
} else {
anim_name = "CB_default";
}
int stream_result = generic_anim_init_and_stream(&Loop_anim, anim_name, bm_get_type(Loop_brief_bitmap), true);
// we've failed to load any animation
if (stream_result < 0) {
// load an image and treat it like a 1 frame animation
Loop_anim.first_frame = bm_load(anim_name); //if we fail here, the value is still -1
if(Loop_anim.first_frame != -1) {
Loop_anim.num_frames = 1;
}
}
// init brief text
if(Campaign.missions[Campaign.current_mission].mission_branch_desc != NULL){
brief_color_text_init(Campaign.missions[Campaign.current_mission].mission_branch_desc, Loop_brief_text_coords[gr_screen.res][2], default_loop_briefing_color);
}
bool sound_played = false;
// open sound
if(Campaign.missions[Campaign.current_mission].mission_branch_brief_sound != NULL){
Loop_sound = audiostream_open(Campaign.missions[Campaign.current_mission].mission_branch_brief_sound, ASF_VOICE);
if(Loop_sound != -1){
audiostream_play(Loop_sound, Master_voice_volume, 0);
sound_played = true;
}
}
if(sound_played == false) {
fsspeech_play(FSSPEECH_FROM_BRIEFING,
Campaign.missions[Campaign.current_mission].mission_branch_desc);
}
// music
common_music_init(SCORE_BRIEFING);
}
// do
void loop_brief_do(float frametime)
{
int k;
int idx;
// process keys
k = Loop_brief_window.process();
switch (k) {
case KEY_ESC:
int do_loop = 0;
// this popup should be straight forward, and also not allow you to get out
// of it without actually picking one of the two options
do_loop = popup(PF_USE_NEGATIVE_ICON | PF_USE_AFFIRMATIVE_ICON | PF_IGNORE_ESC | PF_BODY_BIG, 2, XSTR("Decline", 1467), XSTR("Accept", 1035), XSTR("You must either Accept or Decline before returning to the Main Hall", 1618));
// if we accepted moving into loop then set it up for the next time the user plays
if (do_loop == 1) {
// select the loop mission
Campaign.loop_enabled = 1;
Campaign.loop_reentry = Campaign.next_mission; // save reentry pt, so we can break out of loop
Campaign.next_mission = Campaign.loop_mission;
}
gameseq_post_event(GS_EVENT_MAIN_MENU);
return;
}
// process button presses
for (idx=0; idx<NUM_LOOP_BRIEF_BUTTONS; idx++){
if (Loop_buttons[gr_screen.res][idx].button.pressed()){
loop_brief_button_pressed(idx);
}
}
common_music_do();
// clear
GR_MAYBE_CLEAR_RES(Loop_brief_bitmap);
if (Loop_brief_bitmap >= 0) {
gr_set_bitmap(Loop_brief_bitmap);
gr_bitmap(0, 0, GR_RESIZE_MENU);
}
// draw the window
Loop_brief_window.draw();
// render the briefing text
brief_render_text(0, Loop_brief_text_coords[gr_screen.res][0], Loop_brief_text_coords[gr_screen.res][1], Loop_brief_text_coords[gr_screen.res][3], flFrametime);
if(Loop_anim.num_frames > 0) {
int x;
int y;
bm_get_info((Loop_anim.streaming) ? Loop_anim.bitmap_id : Loop_anim.first_frame, &x, &y, NULL, NULL, NULL);
x = Loop_brief_anim_center_coords[gr_screen.res][0] - x / 2;
y = Loop_brief_anim_center_coords[gr_screen.res][1] - y / 2;
generic_anim_render(&Loop_anim, frametime, x, y, true);
}
if(Loop_anim.num_frames > 0) {
int x;
int y;
bm_get_info((Loop_anim.streaming) ? Loop_anim.bitmap_id : Loop_anim.first_frame, &x, &y, NULL, NULL, NULL);
x = Loop_brief_anim_center_coords[gr_screen.res][0] - x / 2;
y = Loop_brief_anim_center_coords[gr_screen.res][1] - y / 2;
generic_anim_render(&Loop_anim, frametime, x, y, true);
}
// render all anims
anim_render_all(GS_STATE_LOOP_BRIEF, flFrametime);
gr_flip();
}
// close
void loop_brief_close()
{
// this makes sure that we're all cool no matter how the user decides to exit
mission_campaign_mission_over();
// free the bitmap
if (Loop_brief_bitmap >= 0){
bm_release(Loop_brief_bitmap);
}
Loop_brief_bitmap = -1;
// destroy the window
Loop_brief_window.destroy();
if (Loop_anim.num_frames > 0)
{
generic_anim_unload(&Loop_anim);
}
// stop voice
if(Loop_sound != -1){
audiostream_stop(Loop_sound, 1, 0);
audiostream_close_file(Loop_sound, 1);
Loop_sound = -1;
}
fsspeech_stop();
// stop music
common_music_close();
}